We all love to make wishes. "I wish for a million quid." "I wish for world peace." "I wish for this kid to stop screaming down my headset while I'm playing Call of Duty."
But what if game developers could make one wish? What if they had a solitary, anything goes, no-expense-spared wish to burn on changing the games industry?
Over the last month, Eurogamer asked some of gaming's brightest stars and biggest deals that very question. Here's what they wished for.
Greg Zeschuk, co-founder, BioWare
"I would guarantee a hundred per cent agreement that games are art. The genie would remove Roger Ebert's comments and he would say videogames are art.
I think it's inevitable. When more people finally get exposed to it they'll go, 'Oh, yeah.' It's very much like movies or books. There's pulp fiction and there's deep, emotionally engaging stuff.
For us it's a particular frustration, because hopefully ours are the ones that are closer to art. So we take the comment that they're not particularly sensitively.
If we're doing a fighting game, okay, I don't care if it's art or not. But when you're striving to make games that have an emotional impact on people - to have someone say it's not art is insulting.
You play some of the stuff now, especially some of the indie stuff, it's more artful and more inspirational than a lot of big games. We're the summer blockbuster, but some of the free little things you can play are amazing when it comes to music and visuals.
What makes a game art? I'd personally relate it back to emotional impact. It has a profound effect on the individual. Not just a sudden outburst of whipping the controller, but actually having something you think deeply about on a long term basis, that has some sort of impact on the person. Like any great painting or sculpture, you remember it for years and it has some kind of impact on you.
So that genie will make everyone believe and agree finally it's all art. It's inevitable over time, as people who've grown up with them all get it."
Karl Stewart, brand director, Lara Croft
"I want a game that makes me cry. Seriously.
I play games, and I get to the edge, I get to a point where I'm blown away, but I've yet to play a game that truly immerses me in the experience so much so that I could cry.
That may sound sad but I love the depth and emotion and the story in a game. Outside of all the technology that you can throw at it, it boils down to emotion and an experience that you're given.
I would love to think that at some stage we have a game that, just like a movie, you get to the end of the movie and something big happens. It's an epic moment and a little tear rolls down your cheek and you brush it away. You think, 'What am I crying for?'
I want to see that in a videogame in my lifetime."
Louis Castle, CEO, GarageGames and InstantAction
"There are millions of things I'd wish for. For my selfish purposes, the one thing I'd like to change would be some completely seamless, frictionless way of delivering the highest quality content possible from the computer to the consumer through the web.
That problem to me has been the gating issue that's prevented our business from moving forward, more than anything else. Lots of people are trying to solve it. It is a really hard problem. But it'll get there."
Carrie Gouskos, producer, Warhammer Online: Age of Reckoning
"What I would like to see would be standardised, tiered knowledge between different companies. Or tools between companies, like you see in other industries where some things are taken for granted.
I feel like a lot of companies are forced to create everything from scratch. If they had the advantage of a bigger company or another company's tools, we'd see a lot of interesting ideas make their way to the forefront without making a lot of the same mistakes a lot of other games have."
Tim Schafer, founder, Double Fine Games
"In some ways I just wish it was easier on development teams. Not just mine. We've actually had it pretty good compared to a lot of them.
But I've seen a lot of good teams get together and have a rough time of it. Games are hard, as is figuring out how to make games good.
They struggled to do their first game. Got it done. And then when they've learned all their lessons and they've bonded as a team and they've figured out their processes and they realise what they did wrong with the technology and they want to change it all, their publisher just shuts them down. Lately I've seen that a lot.
It seems like something that holds our industry back... It would be so great if there were some way these teams could survive, if it was easier for a team to learn from its lessons.
The forces are against you when you're trying to do something that's good for the industry, which is create new IPs and put new ideas out there and invent new types of gameplay. The industry doesn't necessarily support that.
Then again, maybe it should be like that because you should have to fight for these things. It shouldn't be too easy, otherwise people wouldn't put their whole heart and soul into it as much.
People with money and publishers are in a position of supporting innovation and supporting R&D and indie games within their corporations. I wish there was a way to make that happen more.
Ultimately I guess I'd like to see the market broader. I'd like to see it reach more people than it does right now. Everybody in society should enjoy games. It doesn't have to be this walled garden."
Forest Large, producer, Lara Croft and the Guardian of Light
"I would love to see more women developers. When I'm at E3 I want to see just as many women as men developers on the floor. Then there would be more variation in the games that are out there. Through the games that we develop and offer, we could offer different types of experience.
Not to say that women own the space of crying, but in terms of having an emotional experience, more women developers engaging with game development could help that effort.
It would definitely benefit the games we put out there. If you have more female animators, women understand how women move better than anyone. Even just through the lens of realism, for example, we could achieve that.
I don't want you to think that Lara Croft is the only multi-dimensional female character out there in games. I don't think that at all. I think there are a lot of amazing female characters. I just want a few more.I was really inspired by Heavenly Sword. That was a good start."
Eugene Evans, general manager, BioWare Mythic
"What I'd like to see is ubiquitous worldwide broadband. I'm thinking big. But you said no questions asked. No expense spared.
You look at how different the gaming world is, in particular in Korea, and what happens when there is ubiquitous, inexpensive, fast broadband. Look at what it's done to the world of PC gaming over there.
There's still so much room. Sadly broadband still represents those barriers for people to discover how rich a gameplay experience an online game can represent."
Brian Jarrard, community director, Bungie
"In an ideal world it would be great if games were just somehow a little more ubiquitous and accessible.
Maybe that's a combination of how much they cost to purchase, or having to make the hard decision: do I buy this platform over this platform?
I guess it would be great if it were more like movies where anyone could experience a great game and not have to have this gigantic hurdle to overcome of, 'Do I buy this new Xbox Slim console for hundreds of dollars, or do I have to buy this PS3 console, or do I want to buy a Wii?'
That's one of the hardest parts of our industry, is how fragmented we are. As a gamer, I wish I could just enjoy and play great games and not have to always make those difficult decisions of how to spread my limited income across so many great options."
Warren Spector, founder, Junction Point Studios
"I would want to make games for a lot less money with much smaller teams, so we could take a lot more chances.
It's very hard to take chances you want to take when you're spending as much money as we have to spend and when you've got teams that rely on you to succeed. I try to do it anyway and people think I'm nuts.
I know I'm putting people at risk when I do it, but I just think you have to do it anyway. But it would be nice if I didn't have the stress of all those people relying on me."
Niles Sankey, campaign designer, Halo: Reach
"The nice thing about Bungie - it might sound clichéd, but we never really need to make wishes. We're going to make it happen."